X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/93ab13c89413991d1b26e747c5e953b61bf530ed..ce9591fe89bfd93523fedeb453342561d7054dab:/vrm.py
diff --git a/vrm.py b/vrm.py
old mode 100644
new mode 100755
index 380a65b..bab02a8
--- a/vrm.py
+++ b/vrm.py
@@ -1,33 +1,326 @@
#!BPY
-
"""
Name: 'VRM'
-Blender: 228
+Blender: 241
Group: 'Export'
-Tooltip: 'Vector Rendering Method Export Script'
+Tooltip: 'Vector Rendering Method Export Script 0.3'
"""
+# ---------------------------------------------------------------------
+# Copyright (c) 2006 Antonio Ospite
+#
+# This program is free software; you can redistribute it and/or modify
+# it under the terms of the GNU General Public License as published by
+# the Free Software Foundation; either version 2 of the License, or
+# (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software
+# Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+#
+# ---------------------------------------------------------------------
+#
+# NOTE: I do not know who is the original author of 'vrm'.
+# The present code is almost entirely rewritten from scratch,
+# but if I have to give credits to anyone, please let me know,
+# so I can update the copyright.
+#
+# ---------------------------------------------------------------------
+#
+# Additional credits:
+# Thanks to Emilio Aguirre for S2flender from which I took inspirations :)
+# Thanks to Anthony C. D'Agostino for the backface.py script
+#
+# ---------------------------------------------------------------------
import Blender
-from Blender import Scene, Object, Lamp, Camera
+from Blender import Scene, Object, NMesh, Lamp, Camera
+from Blender.Mathutils import *
from math import *
-from Blender.Window import *
-
-def init():
- print "Init\n"
- renderDir = scena.getRenderdir()
+# ---------------------------------------------------------------------
+#
+## Projections classes
+#
+# ---------------------------------------------------------------------
+
+class Projector:
+ """Calculate the projection of an object given the camera.
+
+ A projector is useful to so some per-object transformation to obtain the
+ projection of an object given the camera.
+
+ The main method is #doProjection# see the method description for the
+ parameter list.
+ """
+
+ def __init__(self, cameraObj, obMesh, canvasSize):
+ """Calculate the projection matrix.
+
+ The projection matrix depends, in this case, on the camera settings,
+ and also on object transformation matrix.
+ """
+
+ self.size = canvasSize
+
+ camera = cameraObj.getData()
+
+ aspect = float(canvasSize[0])/float(canvasSize[1])
+ near = camera.clipStart
+ far = camera.clipEnd
+
+ fovy = atan(0.5/aspect/(camera.lens/32))
+ fovy = fovy * 360/pi
+
+ # What projection do we want?
+ if camera.type:
+ m2 = self._calcOrthoMatrix(fovy, aspect, near, far, 17) #camera.scale)
+ else:
+ m2 = self._calcPerspectiveMatrix(fovy, aspect, near, far)
+
+ m1 = Matrix()
+ mP = Matrix()
+
+ # View transformation
+ cam = cameraObj.getInverseMatrix()
+ cam.transpose()
+
+ m1 = obMesh.getMatrix()
+ m1.transpose()
+
+ mP = cam * m1
+ mP = m2 * mP
+
+ self.projectionMatrix = mP
+
+ ##
+ # Public methods
+ #
+
+ def doProjection(self, v):
+ """Project the point on the view plane.
+
+ Given a vertex calculate the projection using the current projection
+ matrix.
+ """
+
+ # Note that we need the vertex expressed using homogeneous coordinates
+ p = self.projectionMatrix * Vector([v[0], v[1], v[2], 1.0])
+
+ mW = self.size[0]/2
+ mH = self.size[1]/2
+
+ if p[3]<=0:
+ p[0] = int(p[0]*mW)+mW
+ p[1] = int(p[1]*mH)+mH
+ else:
+ p[0] = int((p[0]/p[3])*mW)+mW
+ p[1] = int((p[1]/p[3])*mH)+mH
+
+ # For now we want (0,0) in the top-left corner of the canvas
+ # Mirror and translate along y
+ p[1] *= -1
+ p[1] += self.size[1]
+
+ return p
+
+ ##
+ # Private methods
+ #
+
+ def _calcPerspectiveMatrix(self, fovy, aspect, near, far):
+ """Return a perspective projection matrix."""
+
+ top = near * tan(fovy * pi / 360.0)
+ bottom = -top
+ left = bottom*aspect
+ right= top*aspect
+ x = (2.0 * near) / (right-left)
+ y = (2.0 * near) / (top-bottom)
+ a = (right+left) / (right-left)
+ b = (top+bottom) / (top - bottom)
+ c = - ((far+near) / (far-near))
+ d = - ((2*far*near)/(far-near))
+
+ m = Matrix(
+ [x, 0.0, a, 0.0],
+ [0.0, y, b, 0.0],
+ [0.0, 0.0, c, d],
+ [0.0, 0.0, -1.0, 0.0])
+
+ return m
+
+ def _calcOrthoMatrix(self, fovy, aspect , near, far, scale):
+ """Return an orthogonal projection matrix."""
+
+ top = near * tan(fovy * pi / 360.0) * (scale * 10)
+ bottom = -top
+ left = bottom * aspect
+ right= top * aspect
+ rl = right-left
+ tb = top-bottom
+ fn = near-far
+ tx = -((right+left)/rl)
+ ty = -((top+bottom)/tb)
+ tz = ((far+near)/fn)
+
+ m = Matrix(
+ [2.0/rl, 0.0, 0.0, tx],
+ [0.0, 2.0/tb, 0.0, ty],
+ [0.0, 0.0, 2.0/fn, tz],
+ [0.0, 0.0, 0.0, 1.0])
+
+ return m
+
+
+# ---------------------------------------------------------------------
+#
+## Mesh representation class
+#
+# ---------------------------------------------------------------------
+
+# TODO: a class to represent the needed properties of a 2D vector image
+# Just use a NMesh structure?
+
+
+# ---------------------------------------------------------------------
+#
+## Vector Drawing Classes
+#
+# ---------------------------------------------------------------------
+
+## A generic Writer
+
+class VectorWriter:
+ """
+ A class for printing output in a vectorial format.
+
+ Given a 2D representation of the 3D scene the class is responsible to
+ write it is a vector format.
+
+ Every subclasses of VectorWriter must have at last the following public
+ methods:
+ - printCanvas(mesh) --- where mesh is as specified before.
+ """
+
+ def __init__(self, fileName, canvasSize):
+ """Open the file named #fileName# and set the canvas size."""
+
+ self.file = open(fileName, "w")
+ print "Outputting to: ", fileName
+
+ self.canvasSize = canvasSize
+
+
+ ##
+ # Public Methods
+ #
+
+ def printCanvas(mesh):
+ return
+
+ ##
+ # Private Methods
+ #
+
+ def _printHeader():
+ return
+
+ def _printFooter():
+ return
+
+
+## SVG Writer
+
+class SVGVectorWriter(VectorWriter):
+ """A concrete class for writing SVG output.
+
+ The class does not support animations, yet.
+ Sorry.
+ """
-# distance from camera Z'
-def Distance(PX,PY,PZ):
+ def __init__(self, file, canvasSize):
+ """Simply call the parent Contructor."""
+ VectorWriter.__init__(self, file, canvasSize)
+
+
+ ##
+ # Public Methods
+ #
- dist = sqrt(PX*PX+PY*PY+PZ*PZ)
- return dist
+ def printCanvas(self, scene):
+ """Convert the scene representation to SVG."""
+
+ self._printHeader()
+
+ for obj in scene:
+ self.file.write("\n")
+
+ for face in obj.faces:
+ self._printPolygon(face)
-def Dodaj(x,y,z):
+ self.file.write("\n")
+
+ self._printFooter()
+
+ ##
+ # Private Methods
+ #
- print ""
+ def _printHeader(self):
+ """Print SVG header."""
+
+ self.file.write("\n")
+ self.file.write("\n")
+ self.file.close()
+
+ def _printPolygon(self, face):
+ """Print our primitive, finally.
+
+ There is no color Handling for now, *FIX!*
+ """
+
+ stroke_width=1
+
+ self.file.write("\n")
+
+
+# ---------------------------------------------------------------------
+#
+## Rendering Classes
+#
+# ---------------------------------------------------------------------
def RotatePoint(PX,PY,PZ,AngleX,AngleY,AngleZ):
@@ -50,195 +343,221 @@ def RotatePoint(PX,PY,PZ,AngleX,AngleY,AngleZ):
NewPoint.append(NewZ)
return NewPoint
-def flatern(vertx, verty, vertz):
-
- cam = Camera.get() # Get the cameras in scene
- Lens = cam[0].getLens() # The First Blender camera lens
-
- camTyp = cam[0].getType()
-
- msize = scena.getWinSize()
- xres = msize[0] # X res for output
- yres = msize[1] # Y res for output
- ratio = xres/yres
-
- screenxy=[0,0]
- x=-vertx
- y=verty
- z=vertz
-
- fov = atan(ratio * 16.0 / Lens) # Get fov stuff
- dist = xres/2*tan(fov) # Calculate dist from pinhole camera to image plane
-#----------------------------
-# calculate x'=dist*x/z & y'=dist*x/z
-#----------------------------
- screenxy[0]=int(xres/2+4*x*dist/z)
- screenxy[1]=int(yres/2+4*y*dist/z)
- return screenxy
-
-def writesvg(ob):
-
- for i in range(0, ob[0]+1):
- print ob[i], "\n"
- print "WriteSVG\n"
-
-########
-# Main #
-########
-
-scena = Scene.GetCurrent()
-init()
-
-tacka = [0,0,0]
-lice = [3,tacka,tacka,tacka,tacka]
-
-msize = scena.getWinSize()
+class Renderer:
+ """Render a scene viewed from a given camera.
+
+ This class is responsible of the rendering process, hence transormation
+ and projection of the ojects in the scene are invoked by the renderer.
-file=open("d:\proba.svg","w")
+ The user can optionally provide a specific camera for the rendering, see
+ the #doRendering# method for more informations.
+ """
-file.write("")
-file.close()
-DrawProgressBar (1.0,"Finished.")
-print "Finished\n"